void OnDrawGizmosSelected() { Evade2D.DrawGizmos(Agent, evadeSensor); Arrive2D.DrawGizmos(Agent, arriveSensor); // Draw the obstacle sensor dimensions DrawUtil.DrawCircle(_obstacleSensor.transform.position, _obstacleSensorCollider.radius, Color.yellow); }
void OnDrawGizmosSelected() { if (leader != null) { Vector2 worldOffset = leader.graphicTransform.TransformPoint(localOffset); DrawUtil.DrawCrosshair(worldOffset, 1f, Color.white); Arrive2D.DrawGizmos(Agent, arriveSensor); } }
void OnDrawGizmosSelected() { if (targetsAreValid()) { Arrive2D.DrawGizmos(Agent, sensor); Vector2 agentPosition = Agent.transform.position; // Draw the association of the targets to interpose. DrawUtil.DrawLine(agentPosition, targetA.position, Color.green); DrawUtil.DrawLine(agentPosition, targetB.position, Color.green); } }
void OnDrawGizmosSelected() { if (path.waypoints != null && path.Size != 0) { path.DrawGizmos(); // Draw the arrival towards the last end point (if no looping) if (_bUsingArrive) { Arrive2D.DrawGizmos(Agent, arriveSensor); } // Show which current waypoint we are traveling to. else { Seek2D.DrawGizmos(path.CurrentWaypoint(), Agent); } } }